We love our model viewer as much as the next person, but we know sometimes it can be daunting to load up Java or Flash just to see what new gear you'll be sporting come 4.2. While you still can view them in the viewer, we've also put together a bunch of videos that preview these new sets. You can find them after the cut.

The PTR updated this weekend with the encounter journal. The developers at Wowhead have been working on integrating it into our database entries and it's an exciting feature you should see soon. However, in this case, soon isn't enough: you probably want to see it right now. Well, you can! With the help of volunteers ArgentSun, Perculia, and Remnath, I've transcribed the data you care about--!

Below are the encounter journals for all seven bosses in the zone (plus Occu'thar in Baradin Hold), so tread lightly if spoilers scare you. Of course, if you're into seeing what you'll be facing on 4.2, go and indulge yourself. It's worth it. Ragnaros is the best looking fight in particular; it's epic on a level that Alone in the Darkness (25 player) was in Ulduar and quite similar in design, too. During the fight on heroic mode, you will face an additional stage in which you will be aided by three familiar friends: Cenarius, Arch Druid Hamuul Runetotem, and Malfurion Stormrage. It sounds a lot like the Keepers in Ulduar.

Anyway, if these journals are any indication, this dungeon should cure a lot of burnout players have been facing. And hey, who knows, maybe those ~600,000 subscribers Blizzard "lost" will come back on patch day!

Beth'tilac

Matriach of the Cinderweb Brood, Beth'tilac and her merciless offspring sate their appetites by sucking the magma and fire from the corpses of elementals. To provide her broodlings with added sustenance, Beth'tilac has woven a network of incendiary webs throughout her lair to trap unsuspecting prey.

Stage One: The Cinderweb

Boss Abilities

Fire Energy: Beth'tilac will slowly lose Fire Energy over time. In addition, Cinderweb Drones will siphon some of her energy when they are depleted. Whenever Beth'tilac runs out of Fire Energy, she will set herself ablaze, causing Smoldering Devastation.

: Intense heat burns enemies near Beth'tilac, dealing 20000 Fire damage to those on the same side of the web as she is.

: Meteors crash down onto the web, dealing 40000 Fire damage to those who stand beneath them. Additionally, they burn a hole in the web through which players may fall.

: Beth'tilac consumes Cinderweb Spiderlings, healing for 10% of her life.

: When Beth'tilac is depleted of Fire Energy, she will set herself ablaze, obliterating those who are not shielded by her web.

Cinderweb SpinnerThese spiders dangle from the web above. Using Taunt or a similar ability will cause them to drop to the ground. Once killed, their filaments remain allowing players to climb up to the Cinderweb.

Cinderweb SpiderlingThese tiny spiders climb out of caves below the Cinderweb. They instinctively move towards Cinderweb Drones for protection. Cinderweb Spiderlings can be consumed by larger spiders in order to restore some of their health.

: The Cinderweb Spiderling leaps onto a random enemy within 5 yards, injecting them with venom, which sears them for 7499 Fire Damage every 2 seconds for 10 sec.

Stage 2: The Frenzy!

Frenzy: N/A

: Beth'tilac's Deadly kiss boils the blood of her current target, reducing the amount that they can be healed by 2% every 2 seconds for 20 sec. It also causes the target to deal growing Fire damage to their surrounding allies within 10 yards.

: Intense heat burns enemies near Beth'tilac, dealing 20000 Fire damage to those on the same side of the web as she is.

: Beth'tilac consumes Cinderweb Spiderlings, healing for 10% of her life.

Lord Rhyolith

Rhyolith is one of the most ancient elementals in existence, born from the primordial fires that forged Azeroth itself. He is responsible for the creation of new elementals in the Firelands and still possesses a searing hatred of the titans for what he considers monumental arrogance in relocating him.

Stage 1: Obsidian Form

Lord Rhyolith ignores players while his armor is intact, but they can attack his feet to control his movement.

Boss Abilities

: Lord Rhyolith awakens encrusted in a thick coat of Obsidian Armor, which reduces all damage he takes by 1*80$. Lord Rhyolith's Obsidian Armor is reduced every time he steps on an active volcano. When damaged, Lord Rhyolith's armor comes to life. If not killed, it will restore 1% of his armor.

: Lord Rhyolith smashes the ground, dealing 35000 Fire damage to all players and knocking away targets within 20 yards. Each stomp creates two to three volcanoes.

: If Lord Rhyolith is ever permitted to reach the edge of his plateau, he will drink from the liquid magma, then deal 35000 Fire damage to all players every second for 4 sec.

Thermal Ignition: Lord Rhyolith releases a jet of cinders, which deals 15000 Fire damage to players within 7 yards and forms part of himself into an elemental. Lord Rhyolith alternates between bringing multiple Fragments of Lord Rhyolith and single Sparks of Rhyolith to life.

Fragments of Rhyolith have low health. If not slain within 30 sec, they will deal their current health to a random player.

Sparks of Rhyolith deal 8644 Fire damage to all players within 12 yards. Sparks should be pulled away from the raid as long as possible, then quickly destroyed.

: Sparks of Rhyolith increase their damage dealt by 10% and damage taken by 10% every 5 seconds.

VolcanoLord Rhyolith creates volcanoes when he stomps. Periodically, Lord Rhyolith will bring a volcano to life, causing it to deal 6000 Fire damage to 3 players every 1 sec. When struck, the player takes 2% additionally Fire damage for 20 sec. Stacks up to 20 times.

CraterLord Rhyolith creates a crater when he steps on an active volcano. Occasionally, Lord Rhyolith will cause streams of lava to flow from a cater. The streams will deal 75000*2 Fire damage to anyone who stands on them for too long.

Stage 2: Liquid Form

Alysrazor

When Ragnaros's forces surged into Mount Hyjal, the green dragon Alysra betrayed her allies and helped the traitorous archdruid Fandral Staghelm. As a reward, she was purified with fire and reborn as a fearsome fire hawk.

Stage 1: Flight of Flames

Alyszrazor flies around the arena, allowing her minions to corner her foes far below. She will periodically fly through the center of the arena to claw at foes as well.

Boss Abilities

: At the beginning of the battle, Alyszrazor ascends into the sky, dealing 31,518 Fire damage to all enemies and knocking them back. In addition, Alysrazor will continue to deal 10,506 Fire damage to all enemies every 1 second for 10 seconds.

: Alysrazor claws her way through the center of the arena, dealing 105,060 Physical damage to enemies in a 25-yard cone every 1.50 seconds. In addition, each swipe increases Fire and Physical damage taken by the target by 10% for 15 sec.

Alyszrazor begins to molt, creating Molten Feathers nearby.

: Molten Feathers can be picked up by players, up to a maximum of three. While holding a Molten Feather, all spells can be cast while moving and movement speed is increased by 30% per feather. Once three feathers have been obtained, the player gains Wings of Flame.

: Allows the player to fly for 20 sec.

FlyingPlayers in flight using Wings of Flame contend with additional elements of the battle.

: While flying, Alyszrazor periodcially gives off rings of fire, which last for 3 seconds. Enemies that pass through the ring gain Blazing Power, which increases haste by 4% and stacks up to 25 times. In addition, each stack of Blazing Power restores mana, rage, energy, runic power, and holy power, and refreshes the duration of Wings of Flame.

: If a player gains 25 of Blazing Power, they gain Alysra's Razor, which increases critical strike by 50% for 30 sec.

: While flying, Alyszrazor periodically gives off between one and three Incendiary Clouds, which last for 3 seconds. Enemies that pass through the cloud suffer 31,518 Fire damage every 1.50 seconds.

Blazing Talon InitiateBlazing Talon Initiates will periodically fly in from the Firelands to assist Alysrazor in defeating enemy forces on the ground.

: The Blazing Talon Initiate conjures a fiery ball that moves across the arena, dealing 31,518 damage every 1 sec to enemies within 0 yards.

Voracious HatchlingEarly in Stage 1, two Blazing Broodmothers drop off the Molten Eggs. After several seconds, the eggs hatch into Voracious Hatchlings. Voracious Hatchlings are indeed voracious and will throw a Tantrum if not fed Plump Lava Worms.

: Upon hatching, Voracious Hatchlings become imprinted on the nearest enemy. The hatchling will only attack that target, but the target gains 1000% additional damage against the hatchling.

: The Voracious Hatchling will not throw a Tantrum when Satiated, which lasts for 15 sec. Voracious Hatchlings hatch fully Satiated, and can become Satiated again if they are fed Lava Worms.

: A Voracious Hatchling that is no longer Satiated becomes Hungry. When Hungry, hatchlings have a 20% chance on hit to throw a Tantrum.

: The Voracious Hatchling throws a tantrum, increasing damage by 50% and haste by 50%.

: The Voracious Hatchling strikes all targets within a 6 cone, causing them to bleed for 3,151 Physical damage every 0.20 seconds or until the target's health falls below 50% of their maximum health.

Plump Lava WormDuring Stage 1, two sets of four Lava Worms will erupt from the molten ground. Lava Worms cannot be attacked by players. Voracious Hatchlings that are near a Lava Worm will rush to devour it, become temporarily satiated.

: Alysrazor continues to give off rings of fire, which appear on the ground of the arena and last for 3 seconds, PLayers who pass through the ring gain Blazing Power, which increases haste by 4$ and stacks up to 25 times. In addition, each stack of Blazing Power restores mana, rage, energy, runic power, and holy power.

: Alysrazor's fiery core emits powers bursts of flame, dealing 10,506 Fire damage to all enemies every 1 second for as long as Alysrazor remains Ignited.

: Alysrazor claws her enemies, dealing 105,060 Physical damage to enemies in a 25-yard cone every 1.50 seconds. In addition, each swipe increases the Fire and Physical damage taken by the target by 10% for 15 sec.

: When Alysrazor reaches 100 Molten Power, she is at Full Power, which deals 52,529 Fire damage to all enemies and knocks them back. Once she reaches Full Power, Alysrazor will begin her Stage 1 activities once again.

Shannox

The flamewakers are among the most feared elemental guardians in the Firelands. Shannox is no exception. Serving as the chief hunter and kennel master of Ragnaros's hell hounds, Shannox patrols the elemental realm with his two most ferocious beats: Riplimb and Rageface.

Boss Abilities

: Shannox launches a fiery trap at the feet of a player. The trap takes 2 seconds to arm, and triggers when stepped on thereafter, dealing 52,529 Fire damage immediately and 21,012 Fire damage every 3 sec, and increasing all damage taken by 40% for 9 sec.

: Shannox launches a prison trap at the feet of a player. The trap takes 2 seconds to arm, and triggers when stepped on thereafter, encasing the target in a block of magma crystal, preventing all movement or other actions. Only by destroying the crystal prison can a trapped player be freed.

: Shannox causes 125% of normal melee damage in a wide arc up to 1 yards in front of him, and inflicts Jagged Tear on those he strikes.

: Shannox hurls his spear in the directio of his hound Riplimb. The spear deals 126,072 Physical damage to anyone it strikes directly as well as 52,530 Fire damage to all enemies within 50 yards. The spear strike also triggers a cascade of molten eruptions around the impact point, which deal 52,530 Fire damage to enemies that are caught in them. Riplimb will then break off from combat, fetch the spear, and return it to Shannox.

: When both of Shannox's hounds are defeated, he goes into a frenzy, increasing physical damage and attack speed by 30%. Shannox no longer uses Hurl Spear after this point, and instead drives his spear directly into the ground to trigger the same cascade of molten eruptions around the impact point, which deal 52,530 Fire damage to enemies that stand in them.

RiplimbShannox has two hounds. Riplimb will attack the target with the most threat. In Heroic Difficulty, Riplimb cannot be permanently slain while his master still lives. When his health reaches zero, he will collapse for up to 30 seconds, and then reanimate at full health to resume fighting.

: Riplimb bites savagely, dealing 175% of normal melee damage to an enemy, and inflicting Jagged Tear on those he strikes.

: Riplimb goes into an unstoppable rage if he is alive to witness Shannox's health reach 30%. This effect increases damage dealth by 200% and attack and movement speed by 100%.

RagefaceShannox has two hounds. Rageface cannot be controlled, and will dart about from enemy to enemy, changing targets periodically.

: Rageface leaps at a random target, stunning and knocking them to the ground, and begins to viciously claw at them. This mauling initially deals 8,000 Physical damage every 0.50 sec, but the damage dealt increases over time. While so occupied, Rageface is 50% more susceptible to critical strikes. Rageface will continue until his target is dead or he receives a single attack that deals at least 40,000 damage.

: Rageface goes into an unstoppable rage if he is alive to witness Shannox's health reach 30%. This effect increases damage dealth by 200% and attack and movement speed by 100%.

Baleroc, the Gatekeeper

Baleroc earned a reputation as a merciless combatant during the elemental wars of ancient Azeroth. Now that he is confined to the Firelands, Baleroc's sanity has dwindled. Few elementals dare disturb him, fearful that they will become victim to his battlelust.

Boss Abilities

: Baleroc's assault periodicially awakens a burning spark within his primary target, increasing the target's physical damage taken by 20%, but also raising their maximum health by 20%. Every time Baleroc applies Blaze of Glory, he gains an application of Incendiary Soul, increasing Fire damage done by 20%.

: Every time Baleroc applies Blaze of Glory, he gains an application of Incendiary Soul, increasing Fire damage done by 20%.

Balroc summons a crystal called Shards of Torment amongst his foes which continually channels a shadowy beam on the player that is nearest to them.

: Deals 3500 Shadow damage per application to the nearest player, stacking once per second.

: When Torment fades from a player, they are afflicted by the Tormented effect, which increases Shadow damage taken by 250% and reduces healing done by 75% for 40 sec. Direct melee contact with any other player will apply a fresh copy of the Tormented effect to that player.

: If there are no players within 15 yards of a Shard of Torment, the Shard pulses this effect, dealing 15000 Shadow damage each second to all players.

: If a player casts a direct heal on someone who is being damaged by Torment, the healer gains an application of Vital Spark for each stack of Torment on the target. Casting a single-target direct heal on a target affected by Blaze of Glory will trigger Vital Flame, increasing healing done on such targets by 2% per stack of Vital spark, lasting 15 sec.

: Increases healing done by targets affected by Blaze of Glory by 2% per stack of Vital Spark consumed to create this effect, lasting 15 sec. When Vital Flame expires, it restores the Vital Spark stacks that were consumed to create the effect.

Blades of BalerocBaleroc will periodically empower one of his blades with Shadow or Fire energy and wield it alone for 15 sec.

: Baleroc's melee strikes deal Shadow damage equal to 90% of the target's maximum health, instead of their normal physical damage. This damage cannot be resisted or mitigated by normal means. The time between Baleroc's attacks is increased by 100% while this effect is active.

: Baleroc's melee strikes deal 80000 Fire damage to the target instead of their normal physical damage while this effect is active.

(Heroic Only)Baleroc links two players to each other for 8 sec. If the chosen players move within 3 yards of each other, the effect will dissipate harmlessly, but if the effect runs its full course, both players will explode, dealing 100000 Fire damage to all allies within 45 yards.

Majordomo Staghelm

The loss of his son, Valstann, in the War of the Shifting Sands utterly shattered Fandral Staghelm's spirit. Now empowered by Ragnaros as the new Majordomo of the Firelands (replacing the deceased Majordomo Executus) and the leader of the treacherous Druids of the Flame, Fandral seeks to bring ruin to Azeroth rather than live in a world without his beloved child.

Stage 1: Behold the Rage of the Firelands!

Fandral transforms into a Cat when his enemies are not clustered together or into a Scorpion when 7 or more of his enemies are clustered together.

Fandral transforms into a Cat when his enemies are not clustered together.

: Fandral leaps at an enemy, inflicting 30900 Fire damage in a small area and creating a Spirit of the Flame. This attack costs 100 energy.

Spirit of the Flame: These small burning cats attack enemies until defeated.

: Fandral gains a stack of Adrenaline each time he performs Leaping Flames. Adrenaline increases his energy regeneration rate by 1% per application. Fandral loses all stacks of Adrenaline when he switches forms.

Fury: Fandral gains a stack of Fury each time he transforms into a Cat or Scorpion, permanently increasing the Physical damage he deals by 10%.

Fandral transforms into a Scorpion when 7 or more of his enemies are clustered together.

: Inflicts Fire damage in a cone in front of the caster. Damage is split equally among targets hit.

: Fandral gains a stack of Adrenaline each time he performs Flame Scythe. Adrenaline increases his energy regeneration rate by 1% per application. Fandral loses all stacks of Adrenaline when he switches forms.

Fury: Fandral gains a stack of Fury each time he transforms into a Cat or Scorpion, permanently increasing the Physical damage he deals by 10%.

Stage 2: Blaze of Glory!

Fandral continues to transform into a Cat or Scorpion.

On every third transform, Fandral pauses in human form to briefly envelop his enemies in a Fiery Cyclone and cast an additional spell. When he is switching from Cat form to Scorpion form, Fandral unleashes Searing Seeds. When he is switching from Scorpion form to Cat form, Fandral unleashes Burning Orbs.

Boss Abilities

: On every third transform, Fandral pauses in human form to briefly envelop his enemies in a Fiery Cyclone. The Fiery Cyclone tosses all enemy targets into the air, preventing all action but making them invulnerable for 3 sec.

: When Fandral switches from Cat form to Scorpion form, he unleashes Searing Seeds. Searing Seeds implants fiery seeds in Fandral's enemies. Each seed grows at a different rate. When fully grown, the seeds explode, inflicting 41199 Fire damage to targets within 10 yards.

: When Fandral switches from Scorpion form to Cat form, he unleashes Burning Orbs. Fandral summons several orbs around the room. Each orb attacks the player nearest to it, burning them for 6180 Fire damage every 2 sec. Stacks.

(Heroic)Each player who engages Fandral on heroic difficulty is granted a Concentration power bar. This bar fills over time, increasing damage and healing done by 25% for every 25 Concentration up to 100. Players hit by a damaging attack or spell will lose all currently accumulated Concentration.

Ragnaros

Ragnaros, lord of the Firelands, embodies the fury and destruction of the primordial infernos that forged Azeroth itself. Promised the chance to set Azeroth aflame without interference from Neptulon and Therazane, Ragnaros seeks to appease the Old Godsby incinerating the World Tree of Nordrassil.

He has legs now. Who knew?

Stage 1: By Fire be Purged!

Boss Abilities

: Ragnaros faces a random player and prepares to smashes Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.

: A Lava Wave inflicts 73,542 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 21,012 Fire damage every 1 sec for 5 sec.

: Ragnaros targets a player, inflicting 63,036 Fire damage to all players within 6 yards and knocking them back.

: Ragnaros periodically forms a Magma Trap at a random player's location. The Magma Trap persists for the duration of the battle and will trigger when stepped on, causing a Magma Trap Erutpion.

: When triggered, a Magma Trap erupts for 63,036 Fire damage to all enemies within the Firelands, and violently knocking the player who tripped the Magma Trap into the air.

Intermission: Minions of Fire!

At 70% health, Ragnaros will cast Splitting Blow, wedging Sulfuras into the platform and creating Sons of Flame accross the platform. Ragnaros will stay submerged for 45 seconds or until all of the Sons of Flame are destroyed.

: Ragnaros buries Sulfuras within the platform, creating Sons of Flame that attempt to reach the mighty hammer.

: Sons of Flame move faster as their blaze burns hotter. Their movement speed is increased by an amount equal to every 1% health they have above 50% health.

: If a Son of Flame reaches Sulfuras, the elemental will explode in a Supernova, inflicting 94,554 Fire damage to all players within the Firelands.

Stage 2: Sulfuras will be Your End!

Boss Abilities

: Ragnaros faces a random player and prepares to smashes Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.

: A Lava Wave inflicts 73,542 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 21,012 Fire damage every 1 sec for 5 sec.

World in Flames: Ragnaros periodically engulfs one third of the platform in flame, inflicting 73,542 Fire damage to players caught in the conflagration.

Ragnaros forms a Molten Seed at the location of 10 random players, inflicting 57,783 Fire damage to all players within 6 yards. After 10 sec the Molten Seed will burst in a Molten Inferno.

: When Molten Seeds burst, they cause a Molten Inferno that inflicts 105,059 Fire damage to all players who are near the Molten Seed. Te damage decreases the farther away the target is. Following the Molten Inferno, a Molten Elemental is created at the location of the Seed.

Molten Elemental: The Molten Elemental is spawned from a Molten Inferno. It will attack and fixate on a random player.

(heroic only): The Molten Elemental is empowered by nearby Molten Elementals, increasing its damage done by 25% and causing it to be immune to Snare effects.

Intermission: Denizens of Flame

At 40% health, Ragnaros will cast Splitting Blow, wedging Sulfuras into the platform and creating Sons of Flame accross the platform. Ragnaros will stay submerged for 45 seconds or until all of the Sons of Flame are destroyed.

: Ragnaros buries Sulfuras within the platform, creating Sons of Flame that attempt to reach the mighty hammer.

Sons of FlameSons of Flame will cross the platform and attempt to re-form with Sulfuras, causing a Supernova if they are able to reach the mighty weapon.

: Sons of Flame move faster as their blaze burns hotter. Their movement speed is increased by an amount equal to every 1% health they have above 50% health.

: If a Son of Flame reaches Sulfuras, the elemental will explode in a Supernova, inflicting 94,554 Fire damage to all players within the Firelands.

Lava Scion: One Lava Scion will form on each side of the platform.

: The Lava Scion inflicts a random target with Blazing Heat, causing them to create a trail of Blazing Heat in their wake. Blazing Heat inflicts 52,530 Fire damage every 1 sec. and heals Sons of Flame and Lava Scion for 10% every 1 sec.

Stage 3: Be Gone From My Realm!

: Ragnaros faces a random player and prepares to smashes Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.

: A Lava Wave inflicts 73,542 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 21,012 Fire damage every 1 sec for 5 sec.

: Ragnaros periodically engulfs one third of the platform in flame, inflicting 73,542 Fire damage to players caught in the conflagration.

Summon Living Meteor: Ragnaros calls down an increasing number of Living Meteors over time, inflicting 68,289 Fire damage to players within 5 yards of the location.

: The Living Meteor will fixate on a random target and chase them. A player that gets within 4 yards of the Living Meteor will trigger a Meteor Impact, inflicting 525,300 Fire damage to enemies within 8 yards.

: A player that gets within 4 yards of the Living Meteor will trigger a Meteor Impact, inflicting 525,300 Fire damage to enemies within 8 yards.

: The Living Meteor is highly Combustible. When attacked, it will cause Combustion, knocking it back several yards away from the enemy that hit it. Combustible is removed for several seconds after Combustion is triggered.

: While Combustible is active, the Living Meteor is knocked back several yards from the enemy that hit it.

Stage 4: The True Power of the Fire Lord! (Heroic Only)

The Fire lord unleashes his full power and is able to move freely around the platform. Players have the aid of powerful heroes of Azeroth to support them.

Boss Abilities

: Ragnaros is at his full power and is not Superheated, inflicting 2,101 Fire damage every 1 second, increasing damage taken from Superheated by 10%. Stacks.

: Ragnaros beings to empower Sulfuras. After 5 sec, Sulfuras becomes Empowered and attacks made by Ragnaros cause Flames of Sulfruas, inflicting 525,300 damage to all enemies within the Firelands.

: When Sulfuras is Empowered, attacks made by Ragnaros cause Flames of Sulfuras, inflicting 525,300 Fire damage to all enemies within the Firelands.

: Sulfuras creates a Dreadflame at two nearby locations. The Dreadflame multiplies rapidly and spreads across the platform. Dreadflame inflicts 36,771 Fire damage and an additional 3,677 Fire damage every 1 sec for 30 sec.

: Ragnaros will target a Magma Geser whenever he notices four players in a cluster together. The Magma Geyser inflicts 57,783 Fire damage every 1 sec and destroys any nearby Breadth of Frost.

CenariusCenarius is a demigod, the son of Malorne and Elune, and the patron of all of Azeroth's druids. Cenarius will support the raid by freezing Living Meteors and reducing the damage caused by Superheated.

: Cenarius forms a Breadth of Frost at a nearby location. Any Living Meteors that enter the Breadth of Frost are Frozen and take 15,000% additional damage. Additionally, players who stand within the Breadth of Frost are immune to Superheated damage and have the Superheated debuff removed from them.

Arch Druid Hamuul RunetotemHamuul Runetotem is a tauren druid and leads the druids of Thunder Bluff. In Mount Hyjal, he assists Ysera in protecting Nordrassil from Ragnaros. The arch druid will support the raid by entrapping Ragnaros.

: Arch Druid Hamuul Runetotem forms Entrapping Roots at a nearby location. If Ragnaros enters the area of the Entrapping Roots, he will become stunned for 10 sec and take 50% extra damage while stunned.

Malfurion StormrageMalfurion Stormrage is an ancient and powerful night elf druid. He leads the army of Cenarius in the Defense of Mount Hyjal against the forces of Ragnaros. Malfurion will support the raid by protecting players from Dreadflame.

: Malfurion forms a Cloudburst. The players who interact with the Cloudburst will be surrounded with a Deluge. Deluge makes the player immune to Dreadflame damage, and also allows the player to extinguish nearby Dreadflame.

: Makes the player immune to Dreadflame damage, and also allows the player to extinguish any nearby Dreadflame.

Occu'thar (Baradin Hold)

This ravenous demon broke free of its cage and gained access to the western wing of the prison, devouring all of the inmates held there. Occu'thar's gluttony resulted in a body too bloated to escape its environs, effectively turning the prison wing into its new holding cell.

Abilities

: Occu'thar inflicts 105000 Shadow damage to players in a 60 degree cone in front of him, and increases Shadow damage taken by 100% for 30 sec.

: Occu'thar forms an Eye of Occu'thar for each player which will bore into them for 10 sec or until killed.: The Eye of Occu'thar fires a beam at its target, inflicting 6000 Shadow damage every 1 sec for 10 sec. After 10 sec, the Eye of Occu'thar is able to fully bore into the target and causes Occu'thar's Destruction, inflicting 25000 Shadow damage to every player.

: After 10 sec, the Eye of Occu'thar is able to fully bore into the target and causes Occu'thar's Destruction, inflicting 25000 Shadow damage to every player.

By the way, Crabby also makes an appearance. See if you can spot him in the screenshots.

Today on PTR we got some time with the newly renamed Lord Rhyolith. He's a well-tuned encounter and one we preferred to yesterday's boss, Beth'tilac. Some of his mechanics were refreshing, particularly in the way you actually controlled him, and we managed to test both phases of the fight thoroughly. If you've done Supremus or Kologarn, you'll find some elements from those bosses borrowed and rehashed with Lord Rhyolith.

Phase one starts out different from most fights as there is no need to tank him. He ambles around slowly and does not attack directly; instead, the real threat is where he intends to walk. Consequently, you'll need to steer him where you want him to path by attacking his left and right legs--applying DPS to the leg in which direction you want him to turn. We found it best to only have two or three melee on him at most communicating on ventrilo where they wanted him to turn and calling out switches. There is also a bar on the screen the indicates how much in the respective direction Rhyolith will be turning to help you out.

Your immediate goal in steering him is to make sure that he stays on the island itself; if he gets to close to the edges, he'll begin to drink the surrounding lava which results in potentially deadly raid damage from .

Your secondary goal is to make sure that he is being led in the path of active volcanoes that crop up over time. Each time he walks over one, he will stomp on it, which removes stacks of and gives him instead. He starts the fight with 80 stacks of Obsidan Armor and the goal is to remove them all so you can DPS him down to trigger phase two. Don't worry much about Molten Armor he gains in exchange as he loses a stack whenever he casts a spell or summons an add.

As he is being steered around successfully in phase one, the ranged DPS, healers, and the tank handle the adds he summons. Lord Rhyolith spawns two types of adds: Fragments of Rhyolith and Sparks. He spawns these in an alternating pattern so you will never have two types of adds up at the same time, making this a single tank fight. Fragments begin with a debuff called Meltdown. When it expires, it does their remaining HP as AoE damage to the entire raid. As such, it's best to just AoE them down with ranged.

The other adds hit harder; a single Spark spawned each time with an Immolation aura, ticking for a base 10,000 fire damage to those within its range. The tank would pull it off to the corners of the island to tank it away from the ranged. It was important to have the ranged focus down the Spark as it contributed to too much raid damage and also took up space where the melee couldn't steer the boss because of their ground AoE.

As mentioned earlier, throughout the fight active volcanoes spawn periodically. They put a stacking debuff on the raid that increases fire damage taken called . This debuff won't stop stacking until the volcanoes are dealt with and they make the damage the raid takes be quite severe as they buff all of it. You can easily wipe if it stacks to high. In addition, he casts time to time which hurts even more with the debuff. Volcanoes also shoot lines of magma across the zone which then flare up and become walls of lava. They hit hard and knock you up in the air, but are easy to avoid.

When Lord Rhyolith transitions into phase two after dipping to a low enough percentage, his model changes and the tank must pick him up. He also gains an Immolation aura similar to the one the Spark adds had. This ticks for a default 8,500 and affects the whole raid. However, if he has Molten Armor stacks, he will hit for more. If you recall, he gained these stacks in exchange for losing Obsidan Armor ones and they are removed whenever he casts things. Ideally, you don't want it to be on him when you phase transistion if possible so try to time it when you push him into phase two (i.e. wait for him to summon a spark or cast Flame Stomp before you do the final percentage). This is the entire rest of the phase--dealing with the damage from his AoE and burning him down before it overwhelms your healers.

Overall, it was a fun fight and more dynamic than usual. Steering him took a few wipes to learn and it was still easy to make a mistake on. The fight wouldn't be hard to PUG, either, if the melee who were assigned to steering him knew what to do. As such, he seemed significantly easier than the fight from yesterday and way less of a gear check. We also have some more gorgeous screenshots up to show you Firelands below.

The PTR was open today for testing on Firelands 10-man and we were able to get some time with Beth'tilac. Unfortunately the US servers got a lot less time with this boss than EU and we only got eight or so attempts in before the server was shut down.

Beth'tilac is the spider boss first previewed by Blizzard at the end of April. She ended up being a fairly simple fight. Of course, as usual for the PTR, she was untuned and will most likely change in the future. The encounter has two easily defined phases: the first is a kiting phase, the second is a burn phase. For phase one, you split into groups for below her web and on top of it; for phase two, everyone groups up underneath her web and you must kill her before her increasing damage is too high while dealing with a debuff similar to Gluth's Mortal Wound.

Overall, it's a fun introductory fight and seems to serve well as a gear check for the zone.

Just a small handful of Blizzard posts today, as it's the start of the week and we haven't been completely flooded with new info from the Blues (though there have been many welcome additions in the latest PTR patches, as I'm sure you guys have noticed)! As expected, most of the forum discussion has focused around since it has finally been datamined (with its datamined stats). I'd like to take this moment to remind you guys that (as always) everything that has been datamined from the PTR files is subject to change. All of it. Even the things Blizzard says themselves in their patch notes is subject to change. Remember that the Public Test Realms are just that - test realms - and that you may not be seeing the final version of some of these awesome items which are planned to go live. :)

It's FRIDAY. Yet another day of awesome Patch 4.2 previews from Blizzard, including x and y, and a handful of new blue posts as well! Today's posts include the lateest Cataclysm hotfixes, a retrospective on the quality of Trial of the Crusader and a bit of input from Zarhym on just how "friggin' epic" Firelands is going to be. Who cares if there's "only" seven bosses, if those seven bosses and their encounters are epic, right?In addition to this reassurance, we've also a few posts about a few 4.1 changes that needed just a bit more clarification. Check 'em out!

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General

Earthquake is no longer a channeled spell. It now has a 2.5-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.

Firelands Significantly More Epic Than ToC

Zarhym

So, again, to the people who have not cleared this raid tier on normal and heroic, why are you so worried about only 7 bosses being in the next hardest raiding tier?

Because the only other raid tier I can remember with as few bosses, and therefore the only thing I can compare it to just based on the number of bosses is Trial of the Crusader. Not exactly my favorite. It seemed like an incredibly lazy tier or raiding, which was nowhere near as "epic" as ANY of the 10+ Boss raid tiers.This ain't Trial of the Crusader. The place is epic and there's a ton of progression and fun to be had in 4.2. The actual boss mechanics are pretty incredible, and there are a few surprises players can stumble across in the raid as well!7 is just a number... I'd bet 4 to 7 of my toes this will not even be a topic of discussion come release of the patch. It's one of those random things people latch onto when they only have so much information, only to be distracted by something else random to take issue with the next day/week/month.

This ain't Trial of the Crusader. The place is epic and there's a ton of progression and fun to be had in 4.2.

This right here is the closest any Blizzard employee has ever come to openly admitting that ToC was a festering pile of garbage. I applaud you, Zarhym.I actually enjoyed raiding ToC, but we'll certainly admit it wasn't the most epic tier of raiding we've released. ;)We tried out a very different format for that raid. I think it suited its purpose well, but it's not a shocker that it's not a player favorite, or the most memorable raid. There's something to be said about working through an expansive dungeon with crazy trash pulls and amazing environments.Oh man... I can't wait for you to get into Firelands! I've been given a tour of the place from our encounter design team on more than one occasion. It's friggin' epic. Serious.

Dungeon Finder Now Focusing on Same-Realm Grouping

Zarhym

Many players have stated since the release of the Dungeon Finder that they like the convenience of being matched for a group automatically, but they miss the feeling of community when they're paired with strangers from other realms with whom they might never speak again. So we made a slight change in the way the Dungeon Finder sorts through the queue matching players for a dungeon.This was a late addition to the patch notes made yesterday evening:The Dungeon Finder will attempt to place players from the same realm in a party together.

Authenticator Field Removed From Main Login Screen

Bashiok

So i noticed after the patch that when you're in the login screen the little authenticator Field is gone. is this a bug or something? i was really easy to just hit tab and punch in my numbers...now im not complaining i dont mind having to go to the other screen but i really liked the field :P ty :D

The authenticator prompt is indeed no longer on the main login screen, and this was an intentional change to prepare for future authentication functionality. Rest assured your account is still protected.

This is probably the preview we've all been waiting for! Quests and zones are nice, but what everyone really wants to know is how they'll be looking for the next several months. Well, it's a mystery no longer for some classes; Blizzard just released a preview of how tier 12 armor sets will look for Paladin, Mage, Rogue, Hunter, Death Knight, and Priest. We'll let the images do the talking and have you form your own opinions in the comments as we're too busy staring at the hunter one and thinking about Flamewalkers--it has an eye patch and that's awesome.

All in all, 4.2 seems to really be living up to the anticipation it built. These recent previews have made it seem like Firelands will be a rewarding patch for raiders; the questlines look epic, the bosses look interesting, and Dragonwrath, Tarecgosa's Rest looks to be the most complex legendary since Atiesh, Greatstaff of the Guardian. Even the daily hubs look engaging--Blizzard seems to have learned its lessons from Argent Tournament Grounds and the Isle of Quel'Danas.

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Thrall's back in this new 4.2 teaser released by Blizzard today. However, freeing him won't be easy; you'll have to face elementals as well as Thrall's own past. It's interesting that they chose to bring him back by tying him so closely to the World Tree's restoration, hinging its fate largely on freeing him from his elemental bonds.

It should be exciting to see how it plays out. Personally, we're wondering if this quest will have any room for choices. Blizzard has been alluding to the possibility that phasing in 4.2's new areas will be based on a player's choices, ultimately aiming to make Firelands a very personal experience for players. It would be quite compelling if Thrall were linked to the personalized outcome that they desire, especially given his rich history as a prominent Warcraft lore figure.

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After the druids and their allies thwarted the invasion of Hyjal by the Twilight's Hammer and Ragnaros, an air of peace settled on the sacred mountain. As new growth bloomed across the region, members of the Earthen Ring and Cenarion Circle, along with the noble Dragon Aspects, convened at the ancient World Tree of Nordrassil. Among the gathered heroes were the legendary archdruid Malfurion Stormrage, the former Horde warchief and accomplished shaman Thrall, and his strong-willed companion, Aggra. Together, this illustrious assemblage was to unite its wondrous powers and restore the World Tree for the good of Azeroth.

Yet this auspicious event ended in tragedy. The details are still unclear, but word has spread that an incredibly powerful Twilight's Hammer agent, shrouded to hide his identity, interrupted the ceremony and struck down Thrall with dark magics... casting his spirit into the four domains of the Elemental Plane. If these terrible rumors hold true, the Earthen Ring -- indeed, all of Azeroth -- has potentially lost one of its greatest champions.

…Is this the end of the Son of Durotan?

In patch 4.2, level-85 characters will have the opportunity to answer this question and more.

While even the Aspects concede that Thrall may be lost to the elements forever, there is one who still believes that he can be saved from this bleak fate. Aggra, a powerful shaman in her own right, will call upon you to assist her as she travels to the ends of the earth and beyond -- to Skywall, the Abyssal Maw, Deepholm, and Firelands -- to rescue her beloved from an eternity of torment.

Thrall is no ordinary mortal, though, and this will be no ordinary quest. You will not only have to face the denizens of the elemental planes, but the very essence of Thrall himself and everything that has shaped him into the orc he is today. Before you can return his spirit to the natural world, you must overcome his doubts, his willfulness, his desires, and his rage -- for it is these aspects that bind him to his elemental cage.

Are you up for this challenge? Can you break Thrall from his elemental bonds and ensure the restoration of the World Tree? The fate of the world, and one of its foremost heroes, hangs in the balance.

Blizzard is heating things up with more 4.2 previews after yesterday's stunning videos were released. This time, they're here to tell us about each boss in Firelands and tease us a little about the new caster DPS legendary: Dragonwrath, Tarecgosa’s Rest. Apparently not only will the legendary reward those who receive it, it will also reward the entire guild with a unique non-combat vanity pet!

But wait--they're not stopping there with this preview! According to Blizzard, besides having seven new bosses, 4.2 will also have new mounts, achievements, guild challenges, and a new tier of gear as well as weapons. All in all, it looks like this is warming up to be a really good patch. Hopefully it will be one that serves as this expanion's Ulduar; memorable and rewarding for all ranges of players.

Blizzard Entertainment

For ages, the Elemental Plane served its purpose as a secure realm to imprison Azeroth's primordial spirits... until the Cataclysm ruptured its boundaries. Without warning, Ragnaros's armies surged toward Mount Hyjal, intent on burning the World Tree of Nordrassil to the ground. In the ensuing conflict, many brave heroes gave their lives to protect Hyjal from destruction. By their noble sacrifices, the impossible was achieved: the Guardians of Hyjal pushed Ragnaros's minions back into the Firelands.

Now, the battle to protect Hyjal rages in Ragnaros's smoldering realm. As territory is gained and Azeroth's champions edge closer to the Firelands' inner sanctums, a monumental task lies ahead. Entrenched around Ragnaros's lair -- Sulfuron Keep -- are his most trusted guardians, including the turncoat Druids of the Flame and their mysterious leader. Yet Hyjal's defenders cannot afford to shy away from any of these dangers. Should Ragnaros prevail against the incursion and succeed in destroying Nordrassil, Azeroth will suffer a blow from which it might never recover.

World of Warcraft patch 4.2 will offer hardy adventurers an opportunity to turn the tide in the Firelands, a huge outdoor raid of the highest difficulty, with 10-person and 25-person normal and Heroic modes. It will be a scorching opportunity to delve into this Elemental Plane, where six unique bosses stand between you and the reinvigorated Ragnaros. The great fire lord's chamber is shielded by...

Beth'tilac

Her fiery webs reach far overhead, daring her adversaries to simultaneously face their fears of both spiders and heights. Only by taking hold of her webs and climbing into her domain yourself will you find a way to thwart her evil designs.

Lord Rhyolith

Heroes face a difficult challenge: attack this massive magma giant's bulk while forcing him to move against his will among volcanic eruptions that ultimately spell his doom... or yours.

Alysrazor

Are you ready to fly the fiery skies? Catch her singed feathers and use them to soar above the inferno, or perish at the whim of this swift firehawk.

Shannox

The ferocious flamewakers of this Elemental Plane are terrifying enough, but Shannox has brought companions to his side in defense of the Firelands. This mighty hunter will require that you find a way to deal with his blazing pets before he burns you to a crisp.

Baleroc

Baleroc stands before the gate to Sulfuron Keep, amidst a river of combustion that serves as the Sulfuron moat. The bridge to Ragnaros’s blistering chamber can only be crossed by those who find a way to put an end to this towering elemental monstrosity.

Majordomo Staghelm

Ragnaros's latest chief lieutenant stands before the door to his master's chamber in Sulfuron Keep. Majordomo Staghelm's treasonous efforts will all come to a head before the very seat of his new master.

Defeat his guardians and a memorable battle with the enraged Ragnaros awaits you in his chamber. Ragnaros's normal and Heroic modes offer two completely different encounters for raiders to conquer.

Overview: The Legendary, Zone, Vanity Items

Because the Firelands raid is outdoors, players will be able to mount and attempt to avoid the highly dangerous groups of enemies milling about. The order in which you engage the first four bosses in the zone will be up to you.

This will also be one stop of many in a quest to build the legendary staff Dragonwrath, Tarecgosa’s Rest. A weapon of unsurpassed quality, Dragonwrath, Tarecgosa’s Rest will not only require a spectacular effort by its owner to construct; it will reward the entire guild with a new and unique non-combat pet upon completion.

A tantalizing collection of unique rewards await those who brave the heat, and defeat the lords of the Firelands. With a new raid tier of armor and weapons, three new mounts (including the rare and highly sought flaming Anzu), a slew of new personal and guild achievements, an epic storyline, a grand musical score, and seven unique boss encounters, 4.2 and the Firelands raid will burn an indelible mark in World of Warcraft history.